Tabletop Games - Mechanisms List
- Acting
- Action Points
- Action Queue
- Action Retrieval
- Area Majority / Influence
- Area Movement
- Auction/Bidding
- Auction: Fixed Placement
- Auction: Turn Order Until Pass
- Automatic Resource Growth
- Betting and Bluffing
- Bias
- Bribery
- Campaign / Battle Card Driven
- Card Drafting
- Card Play Conflict Resolution
- Catch the Leader
- Commodity Speculation
- Communication Limits
- Connections
- Constrained Bidding
- Contracts
- Cooperative Game
- Critical Hits and Failures
- Deck Construction
- Deck, Bag, and Pool Building
- Deduction
- Delayed Purchase
- Dice Rolling
- Die Icon Resolution
- Drafting
- Elapsed Real Time Ending
- Enclosure
- End Game Bonuses
- Events
- Finale Ending
- Flicking
- Follow
- Force Commitment
- Grid Coverage
- Grid Movement
- Hand Management
- Hexagon Grid
- Hidden Movement
- Hidden Roles
- Highest-Lowest Scoring
- Hot Potato
- I Cut, You Choose
- Impulse Movement
- Income
- Increase Value of Unchosen Resources
- Interrupts
- Investment
- King of the Hill
- Line of Sight
- Loans
- Lose a Turn
- Map Addition
- Map Reduction
- Market
- Matching
- Measurement Movement
- Melding and Splaying
- Memory
- Modular Board
- Move Through Deck
- Movement Points
- Movement Template
- Multiple Maps
- Multiple-Lot Auction
- Narrative Choice / Paragraph
- Negotiation
- Network and Route Building
- Ownership
- Paper-and-Pencil
- Pattern Building
- Pattern Movement
- Pattern Recognition
- Pick-up and Deliver
- Player Elimination
- Player Judge
- Point to Point Movement
- Programmed Movement
- Push Your Luck
- Race
- Random Production
- Re-rolling and Locking
- Real-Time
- Relative Movement
- Resource to Move
- Rock-Paper-Scissors
- Role Playing
- Roles with Asymmetric Information
- Roll / Spin and Move
- Rondel
- Scenario / Mission / Campaign Game
- Score-and-Reset Game
- Secret Unit Deployment
- Semi-Cooperative Game
- Set Collection
- Simulation
- Simultaneous Action Selection
- Singing
- Single Loser Game
- Slide/Push
- Solo / Solitaire Game
- Square Grid
- Stacking and Balancing
- Static Capture
- Stock Holding
- Storytelling
- Sudden Death Ending
- Take That
- Targeted Clues
- Team-Based Game
- Three Dimensional Movement
- Tile Placement
- Time Track
- Track Movement
- Trading
- Traitor Game
- Trick-taking
- Tug of War
- Turn Order: Auction
- Turn Order: Claim Action
- Turn Order: Progressive
- Turn Order: Stat-Based
- Variable Phase Order
- Variable Player Powers
- Variable Set-up
- Victory Points as a Resource
- Voting
- Worker Placement
- Worker Placement with Dice Workers
- Worker Placement, Different Worker Types
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